Monster Hunter Rise was Originally Going to Have Loading Between Areas
For long-time fans of the Monster Hunter series, areas separated by loading screens was a way for CAPCOM to create large maps on consoles and handhelds that did not have a whole lot of power. With Monster Hunter World, CAPCOM finally eliminated this feature for a more fluid experience on the large maps. For Monster Hunter Rise, however, the initial plan was to return to these loading screens between areas, but thankfully, that has been rectified and the game will have fluid transitions like Monster Hunter World.
Monster Hunter Rise director Yasunori Ichinose revealed this information to IGN, stating that the fluid transition wasn’t always the plan for the upcoming Switch title and loading screens were going to be brought back without that sandbox environment.
Yasunori explained why this was and what led to the change, stating:
“On the Nintendo Switch, we thought it would be difficult to preserve visual quality and detail in a sandbox environment. However, as development progressed we started realizing that open environments had become more and more the norm for blockbuster titles, and the success of (Monster Hunter) World inspired us to take on the challenge.”
https://www.ign.com/articles/how-monster-hunter-rise-appeals-to-newcomers?sf137589691=1
Thankfully, we dodged a bullet with this decision, as the demo was a great experience that allowed played to experience the large, available map with no interruptions or loading screens.
Monster Hunter Rise will be making its way to the Nintendo Switch on March 26, and you better believe we will be ready for that launch here at Nintendo Link.
Thank you for stopping by Nintendo Link for all of your Monster Hunter news and updates! What do you think about this story? I can only imagine you are as happy as I am about this decision. Let us know your thoughts in the comments below! Happy gaming, everyone.
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